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Dark Willow is a hero who seeks to use powerful area of effect spells to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, ''Bramble Maze'' places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. ''Shadow Realm'' has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, ''Cursed Crown'' is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, ''Terrorize'', instead has her lob Jex at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.

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Dark Willow is a hero who seeks to use powerful area of effect spells to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, teamfight.
* Her innate ability is ''Pixie Dust'', which greatly increases Dark Willow's health and mana regeneration while she is in an untargetable state.
* Her first ability,
''Bramble Maze'' Maze'', places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. time.
* Her second ability,
''Shadow Realm'' Realm'', has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. effect.
*
Her third skill, ability, ''Cursed Crown'' Crown'', is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, duration.
*
Dark Willow possesses not one, but two linked ultimate abilities. abilities that are leveled up at the same time. While they do not share a cooldown, neither can be used while the other skill is active. active.
**
The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow or a targeted allied hero and rapidly attack nearby enemies. enemies.
**
The other, second, ''Terrorize'', instead has her lob releasing Jex at an area. After into a short delay, Jex releases targeted area after a wave of fear around them, sending all enemies delay. Enemies in the area uncontrollably scurrying back in the direction of are inflicted with fear and run toward their fountain.
fountain.



Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's ultimate, ''Bad Juju'', has two components - it passively increases the armor of allies and reduces the armor of enemies affected by Dazzle's spells, and can be activated to sacrifice some of Dazzle's health to reduce his spell and item cooldowns, increasing in cost each time it is used in succession. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.

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Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. While usually played as a support, it is not unheard of for Dazzle to take a core position.
* His innate ability, ''Weave'', modifies the armor of units affected by his abilities. Allies gain armor, while enemies lose armor. This effect stacks with itself.
*
His first spell is ability, ''Poison Touch'': this ability splashes poison on and around Touch'', releases a volley of poisonous projectiles toward a targeted enemy, slowing them enemy and inflicting damage over time. This effect all enemies around them. The poison damages and slows victims, and Dazzle can stack with itself, and whenever a target is attacked while under this effect, refresh the debuff duration is refreshed. by basic attacking affected enemies.
*
His next ability is his signature move, second ability, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making Grave'', blesses an ally and makes them practically invincible unkillable for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds duration; any fatal damage instead reduces them to deal their damage. 1 health, and any healing they receive in this state is increased.
* His third ability,
''Shadow Wave'' is his third skill, which fires Wave'', releases a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up With Aghanim's Scepter, ''Shadow Wave'' can also bounce to enemies to damage them and heal allies surrounding an enemy, the around them with increased damage can be quite powerful. Dazzle's and healing.
* His
ultimate, ''Bad Juju'', has two components - it passively increases the armor of allies costs health to activate and reduces the armor cooldowns of enemies affected by Dazzle's spells, and can be activated to sacrifice some of Dazzle's his other abilities. Using ''Bad Juju'' temporarily increases the health to reduce his spell and item cooldowns, increasing in cost each time it is used in succession. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.
of the next cast.

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** If the ''Mephitic Shroud'' Facet is chosen, ''Aphotic Shield'' has increased capacity and reflects a large percentage of damage taken onto nearby enemies instead of bursting at the end.



** If the ''Dream Stalker'' facet is chosen, Bane has increased attack speed when attacking a ''Nightmared'' unit.
** If the ''Sleepwalk'' facet is chosen, ''Nightmare'' becomes a vector-targeted ability that forces the targeted unit to slowly move in the specified direction.



** If the ''Arsonist'' Facet is chosen, ''Sticky Napalm'' affects buildings for reduced damage.



An unique, two-in-one hero, Sylla fights with his trusty Spirit Bear. The Bear is permanently summoned with ''Summon Spirit Bear'', and function like a second hero with his skills and item inventory, and unlike most other summons, the Spirit Bear scales with Sylla's level and benefits from attribute bonuses. It has ''Entangling Claws'' for a chance to root enemies it attacks, ''Demolish'' to destroy buildings, and ''Return'' for quickly returning to Sylla's side. Sylla and the Bear also possess a ''Spirit Link'' that increases both of their attack speeds, while also causing the Spirit Bear's attacks to heal Sylla for a portion of its damage. If one of them is threatened, they can use ''Savage Roar'' to scare the enemies back to their fountain. Finally, Sylla can shed his current shell for his ''True Form'', a humanoid bear with increased toughness and the Spirit Bear's ''Entangling Claws'' and ''Demolish''. That, or he can just destroy everything himself with his super fast, long-ranged attacks.\\

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An A unique, two-in-one hero, Sylla fights with his trusty Spirit Bear. The Bear is permanently summoned functions more like a second hero with his skills and item inventory than a typical summon, and their nature allows Sylla to itemize either himself or the Bear as the game demands for two distinct playstyles.
* His innate ability,
''Summon Spirit Bear'', and function like a second hero with his skills and item inventory, and unlike most other summons, calls the Spirit Bear scales to his side and leveling up his first ability upgrades the Bear's stats. The Spirit Bear, as previously mentioned, has its own inventory and backpack, and its stats scale with Sylla's level and benefits level. It is also classified as a Universal hero, benefiting from attribute bonuses. It Attribute increases like they would, but has no innate Attribute growth. The bear lasts indefinitely, but cannot attack if it is too far away from Sylla, and if Sylla dies, so does the Spirit Bear. Conversely, the Spirit Bear's death deals damage to Sylla, and if it takes damage from an enemy player-controlled unit, Sylla cannot resummon the bear for 3 seconds.
** With its first ability, ''Return'', Spirit Bear channels briefly before teleporting to Sylla's location.
** Spirit Bear's second ability, ''Demolish'', passively increases its magic resistance and the damage it deals to buildings.
** Its fourth ability, ''Entangling Claws'', gives the Spirit Bear's attacks a chance to root enemies. Once it triggers,
''Entangling Claws'' for goes on cooldown.
* His second ability, ''Spirit Link'', is
a chance to root enemies it attacks, ''Demolish'' to destroy buildings, passive ability that increases the attack speed of Sylla and ''Return'' for quickly returning to Sylla's side. the Spirit Bear. Additionally, Sylla and the Bear also possess receive a ''Spirit Link'' that increases both percentage of their attack speeds, while also causing each other's bonus armor, and the Spirit Bear's attacks to heal Sylla for a portion of its damage. damage.
**
If one of them the ''Bear With Me'' Facet is threatened, chosen, Sylla's attacks also heal the Spirit Bear for the same percentage and they can use share more armor with each other.
* Sylla's third ability,
''Savage Roar'' to scare Roar,'' is shared with the enemies back Spirit Bear. When cast, both of them roar fiercely to inflict Fear on nearby enemies, forcing them to run toward their fountain. Finally, Sylla can shed his current shell for his fountain with increased movement speed.
* His ultimate ability,
''True Form'', transforms Sylla into a humanoid powerful bear with himself. He changes from ranged to melee, but gains increased toughness health and armor as well as stronger versions of the Spirit Bear's ''Demolish'' and ''Entangling Claws'' Roots''. Leveling this ability up also levels up the Spirit Bear's abilities.
** If the ''Unbearable'' Facet is chosen, ''True Form'' instead transforms the Spirit Bear into a more powerful bear, giving it more armor, faster attacks,
and ''Demolish''. That, or he can just destroy everything himself with his super fast, long-ranged attacks.\\reduced cooldown on ''Entangling Roots''.



Mirana is a semi-carry, semi-support hero possessing several utilities that can help her and her allies while still contributing a lot of great damage once she buys the necessary carry items. She has an excellent gap-closer, ''Leap'', which causes her mount to bound in the direction she is facing, allowing her to reposition herself in a more favorable position for further attacking or retreating. This spell has multiple charges, and she gains a brief bonus to her attack and movement speed after landing. If she is close to the enemy, she can unleash the ''Starstorm'', raining down meteors in a huge area around her and an enemy closest to her will get struck with another meteor. Mirana's signature skill is the ''Sacred Arrow'', where she shoots one arrow that slowly travels in a very long line, ignoring any obstacles until it collides with an enemy, whereupon it damages and stuns them based on how far the arrow traveled, with the stun maxing out at a ludicrous 5 seconds. A well-positioned and unhindered Mirana can play the deadly sniper that catches the enemy off-guard and let her allies gang up on the victim, however, she has to aim well and make sure no creeps get in the way of the arrow, or else it's the creep that gets stunned. Lastly, she can set up various ambushes or escapes using ''Moonlight Shadow'', where she grants herself and all allied heroes invisibility for a set amount of time, only revealing themselves when attacking and going invisible again as long as they are idling and the time hasn't expired.\\
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Mirana is a semi-carry, semi-support hero possessing several utilities that can help her and her allies while still contributing a lot of great damage once she buys the necessary carry items. She has an excellent gap-closer,
* Her innate ability is ''Selemene's Faithful'', which increases the effectiveness of Healing Lotuses used by Mirana and her allies.
* Her first ability, ''Starstorm'', rains down meteors on enemies in a huge area around her, and the enemy closest to her will get struck with another meteor.
* Her second ability, ''Sacred Arrow'', shoots a slow, long-ranged arrow. The first enemy hit is stunned and takes damage, with both the stun and damage increasing the further the arrow travels; if that enemy is a non-Ancient creep, it is instantly killed instead.
* Her third ability,
''Leap'', which causes her mount to bound in the direction she is facing, allowing facing and grants her to reposition herself in a more favorable position for further attacking or retreating. movement and attack speed bonus when she lands. This spell has multiple charges, and she gains a brief bonus to charges.
* Her ultimate ability depends on
her attack and movement speed after landing. If she is close to the enemy, she can unleash the ''Starstorm'', raining down meteors in a huge area around her and an enemy closest to her will get struck with another meteor. Mirana's signature skill is the ''Sacred Arrow'', where she shoots one arrow that slowly travels in a very long line, ignoring any obstacles until it collides with an enemy, whereupon it damages and stuns them based on how far the arrow traveled, with the stun maxing out at a ludicrous 5 seconds. A well-positioned and unhindered Mirana can play the deadly sniper that catches the enemy off-guard and let her allies gang up on the victim, however, she has to aim well and make sure no creeps get in the way of the arrow, or else it's the creep that gets stunned. Lastly, she can set up various ambushes or escapes using chosen Facet:
**
''Moonlight Shadow'', where she Shadow'' grants herself Mirana and all allied heroes invisibility for a set amount of time, only revealing themselves when attacking and going invisible again invisibility. Attacking or using abilities will break the invisibility, but it will be restored shortly after as long as they are idling ''Moonlight Shadow's'' duration has not yet expired.
** ''Solar Flare'' gradually increases the attack damage, attack speed,
and daytime vision of Mirana and all allied heroes. The vision bonus ramps up to its maximum bonus faster than the time hasn't expired.\\
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other bonuses.

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Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Shard, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use ''Penitence'' to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. ''Divine Favor'' is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range.
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Chen is a support hero that can bend creeps to his cause, cause and bestow healing and well-being on his allies, and as such plays as an efficient jungler, ganker, and pusher. pusher.
* His innate ability is ''Summon Convert'', which summons a jungle creep convert to Chen's side.
The convert's health is based on Chen's level, and lasts until either it or he is killed, and the ability does not cool down while the convert is active. The type of creep summoned depends on the Facet Chen is using.
* His first ability, ''Penitence'' debuffs an enemy to slow them and cause allies attacking it to gain increased attack speed while doing so. Chen also gains bonus attack range while attacking a unit marked by ''Penitence''.
* His second ability and the
crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit.creep. With Aghanim's Shard, this even extends to the powerful Ancient Creeps. Additionally, using this ability If the controlled creep has its health below a threshold based on an allied unit Chen's current level, its health will teleport it be raised to your location after a short delay. He can also use ''Penitence'' to slow an enemy that threshold. Converted creeps are permanent and increase the have increased attack speed of those attacking it, making them more vulnerable to his creeps damage and teammates. movement speed, but Chen can only have a limited number of them. The creep conjured by ''Summon Convert'' also receives ''Holy Persuasion's'' benefits and counts toward the limit.
* His third ability,
''Divine Favor'' is Favor'', passively bestows an aura which increases allies' health regeneration and damage, and regeneration. It can also be cast on allies to increases the effect of any their armor and all healing they receive by 25%. The receive. Casting it on Chen himself also teleports all of his units to him after a short delay; however, if a unit takes damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on an enemy player-controlled unit during the map with his delay, it will not be teleported.
* His
ultimate ability ability, ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, units with unlimited range.
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range, and further heals them over time.



Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close and start beating his foes into scrap metal and escape without a dent. Clockwerk's first ability, ''Battery Assault'', causes bits of shrapnel to periodically pop out of Clockwerk's armor, dealing damage and mini-stunning nearby foes to prevent their escape whether by running or using a Town Portal Scroll. This has the potential to be one of the most damaging spells in the game if all of the hits land, which is made easier by Clockwerk's second spell, ''Power Cogs'': it summons 8 cogs around him, trapping nearby foes and pushing away those that get close to the traps, damaging and draining mana in the process. His third ability, ''Rocket Flare'', fires a global-range rocket that damages enemies in the area-of-effect and gives vision of the struck area. With its infinite range it can help finish off weak and fleeing enemies, scout key areas such as Roshan's pit, or find targets for Clockwerk's ultimate ability, which allows him to enter the fray in seconds: ''Hookshot'' fires a long-range harpoon at any unit, friend or foe, and pulls Clockwerk straight to them, which is useful for retreating to the safety of an ally, or more commonly for getting close to an unsuspecting foe to beat them down with Clockwerk's other spells. Don't let your guard down when playing against the Clockwerk, or this mechanized warrior will find an opportunity to hook onto you when you least expect it.\\
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Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close close, trap his foes, and start beating his foes them into scrap metal and escape without a dent. Clockwerk's dent.
* His innate ability, ''Armor Power'', increases his outgoing damage based on his Armor.
* His
first ability, ''Battery Assault'', causes bits of shrapnel to periodically pop out of Clockwerk's armor, dealing damage and mini-stunning a random nearby foes enemy. The shrapnel deals double damage to prevent their escape whether by running or using a Town Portal Scroll. This has the potential to be one of the most damaging spells in the game if all of the hits land, which is made easier by Clockwerk's creeps.
* His
second spell, ability, ''Power Cogs'': it Cogs'', summons 8 cogs around him, trapping nearby foes and pushing away those inside with him. Enemies that get close to touch the traps, damaging cogs from outside the trap are knocked back, and draining mana in the process. take damage and lose mana. Cogs can be destroyed by attacks from enemies, and Clockwerk can push them aside with his attacks.'
*
His third ability, ''Rocket Flare'', fires a global-range rocket that damages enemies in the area-of-effect and gives vision of the struck area. With its infinite range it can help finish off weak Enemies in the area are briefly slowed and fleeing enemies, scout key areas such as Roshan's pit, or find targets for Clockwerk's take damage.
* His
ultimate ability, which allows him to enter the fray in seconds: ''Hookshot'' ''Hookshot'', fires a long-range harpoon at any unit, that latches to the first unit it hits, friend or foe, and pulls Clockwerk straight to them, them. Enemies struck by Clockwork while pulling himself in are damaged and stunned, as are any enemies within a small area of his destination.
* Aghanim's Shard unlocks ''Jetpack'',
which is useful for retreating allows to the safety of an ally, or more commonly for getting close to an unsuspecting foe to beat them down take flight and gain flying movement and vision. While flying with the jetpack, Clockwerk's turn rate is greatly reduced and he can't attack, and the flight immediately ends upon using ''Hookshot''.
* Aghanim's Scepter unlocks ''Overclocking'', which empowers all of his
other spells. Don't let your guard down abilities at the cost of greatly slowing his movement and attack speed when playing against it runs out:
** ''Battery Assault'' hits all units in range instead of just one.
** ''Power Cogs'' grants greatly increased attack speed while Clockwerk is standing inside them.
** ''Rocket Flare'' has reduced cooldown and fires two additional rockets at an angle to
the Clockwerk, or this mechanized warrior will find main rocket.
** ''Hookshot'' has
an opportunity to hook onto you when you least expect it.\\
\\
increased stun duration and stuns/damages enemies in a larger radius.



The Dark Seer is a spellcaster who excels at controlling teamfights. His signature ability is ''Vacuum'': by manipulating gravity, enemies in a circular area are damaged and sucked towards a point. This ability synergizes well with other area-of-effect spells, as they will be able to hit all enemies once they're clumped up. Dark Seer's second spell, ''Ion Shell'', creates a bubble of energy around a unit: enemies who stand near that unit will be continuously zapped and damaged. ''Surge'' increases an ally's movement speed, allows them to walk through units, and makes them immune to slows, which is useful for both chasing and escaping. Dark Seer's ultimate ability is ''Wall of Replica''. This powerful teamfight spell creates a long barrier of energy: any enemy that crosses it will be slowed, and more importantly have an illusory copy of themselves summoned. These illusions deal a large amount of damage, meaning that unlike most other illusions, each of them is a serious threat on its own. Thanks to its long duration, ''Wall of Replica'' is a great spell for controlling space in fights. With these abilities in his arsenal, the Dark Seer can devise a plan to win any fight.\\
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The Dark Seer is a spellcaster who excels at controlling teamfights. His signature ability is ''Vacuum'': by teamfights and manipulating gravity, enemies' positions, letting him command the course of battle.
* His innate ability, ''Mental Fortitude'', prevents his Intelligence from being lower than either his Strength or Agility. If it is lower than either, ''Mental Fortitude'' boosts his Intelligence to match his highest other Attribute.
* His first and signature ability, ''Vacuum'', manipulates gravity to draw
enemies in a circular area are damaged and sucked towards a point. This ability synergizes well with other area-of-effect spells, as they will be able to hit all enemies once they're clumped up. Dark Seer's the center.
* His
second spell, ''Ion Shell'', creates a bubble of energy around a unit: enemies who stand near that unit will be continuously zapped and damaged. ''Surge'' damaged.
* His third ability, ''Surge'',
increases an ally's movement speed, speed to the maximum, allows them to walk through units, and makes them immune to slows, which is useful for both chasing and escaping. Dark Seer's slows.
* His
ultimate ability is ability, ''Wall of Replica''. This powerful teamfight spell Replica'', creates a long barrier energy wall that slows, damages, and creates an illusion of energy: any enemy that crosses it it. Illusions are controllable by Dark Seer, and only one illusion of each enemy hero can be active at a time. Illusions will be slowed, and more importantly have an illusory copy of themselves summoned. These illusions deal dissipate when the wall's duration ends.
* Aghanim's Scepter unlocks ''Normal Punch'',
a large amount of damage, meaning passive ability that unlike most other illusions, each of them is a serious threat on its own. Thanks periodically causes Dark Seer's next attack against an enemy hero to its long duration, punch a ''Wall of Replica'' is a great spell for controlling space in fights. With these abilities in his arsenal, the illusion out of them, while also dealing bonus damage, stunning, and knocking them back by amounts based on how far Dark Seer can devise a plan to win any fight.\\
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has moved before landing the punch.

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Abaddon is a tanky hero that can be built as a support or core. The ''Mist Coil'' heals ally or damages a target, using Abaddon's own HP. He can protect himself or an ally with his signature ''Aphotic Shield'' that can explode after absorbing damage, creating a great synergy with ''Mist Coil'' as he can use its damage to self explode the shield. The shield also cleanses his allies, [[StatusBuffDispel removing]] almost every single negative status effect in the game. But Abaddon is no slouch himself, as his sword marks its victims with the ''Curse of Avernus'', slowing their movement, and if struck enough times, the curse will silence the target and grant attack speed to its attackers. His ultimate ''Borrowed Time'' inverts all damage taken, turning it into healing and making him a walking tank that will continue to support his allies or wrecking the enemies. This ability will activate on its own should Abaddon's health pool become too low, as long as it's not currently on cooldown. With Aghanim's Scepter, ''Borrowed Time'' also redirect the damage received by his allies into Abaddon, increasing their survivability and turning their pain into healing for himself.\\

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Abaddon is a tanky hero that can be built as a support or core. The His powers defy the dichotomy of life and death to help him and his allies survive the unsurvivable while marking foes for death.
* His innate ability, ''Font of Avernus'', passively reduces his respawn time.
* His first ability,
''Mist Coil'' Coil'', heals an ally or damages a an enemy target, using Abaddon's own HP. He can protect himself or an ally with his signature at the cost of damaging Abaddon himself.
* His second ability,
''Aphotic Shield'' Shield'', applies a strong dispel to an allied target and grants them a barrier that can explode after absorbing damage, creating a great synergy with ''Mist Coil'' as he can use its absorbs all damage to self explode taken. Once the shield. The shield also cleanses his allies, [[StatusBuffDispel removing]] almost every single negative status effect in the game. But Abaddon expires or is no slouch himself, as his sword marks its victims with the depleted, it explodes to damage all nearby enemies.
* His third ability,
''Curse of Avernus'', causes his attacks to curse enemies, slowing their movement, them and if struck enough times, the curse will silence the target and grant causing damage over time. Any allies attacking a cursed unit gain increased attack speed to its attackers. speed.
*
His ultimate ultimate, ''Borrowed Time'' inverts all Time'', applies a strong dispel to Abaddon on cast and causes any damage taken, turning it into healing and making he takes for its duration to heal him a walking tank that will continue to support his allies or wrecking the enemies. instead. This ability can be cast while disabled, and will automatically activate on its own should Abaddon's health pool become too low, as long as it's not currently on cooldown. With Aghanim's Scepter, when Abaddon takes damage at low health.

In ''Artifact'', Abaddon is a green hero. His Active Ability is
''Borrowed Time'' also redirect the damage received by his allies into Abaddon, increasing their survivability Time'', which fully heals him and turning their pain into healing grants Damage Immunity for himself.one round. His signature card, ''Aphotic Shield'', grants a unit 2 Armor, 2 Retaliate, and purges enemy effects.\\



In ''Artifact'', Abaddon is a green hero. His Active Ability is ''Borrowed Time'', which fully heals him and grants Damage Immunity for one round. His signature card, ''Aphotic Shield'', grants a unit 2 Armor, 2 Retaliate, and purges enemy effects.\\
\\



Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. ''Enfeeble'' inflicts a debuff that both inflicts Pure damage over time and reduces the victim's attack damage and cast range, crippling most opponents. ''Brain Sap'' is a pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. ''Nightmare'' puts the target into a fitful slumber, leaving it completely at the mercy of Bane and his allies. However, the target is briefly made invulnerable, and should anyone other than Bane attack the target, it will be woken up and the Nightmare transferred to the attacker. Not only can this spell be cast on both allies and enemies, but Bane can end the ''Nightmare'' at any time, allowing unusual plays through ''Nightmare'' manipulation. Finally, Bane boasts one of the most powerful channeled disables in the game with his ultimate ability ''Fiend's Grip'', which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable enemies even through spell immunity, making Bane a truly fearsome opponent.

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Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. ''Enfeeble'' ease with an array of single-target debuffs and disables.
* His innate ability, ''Ichor of Nyctasha'', causes all of his Attribute gains to be evenly distributed across all three Attributes (for example, an item granting +3 Strength will instead grant +1 to all Attributes).
* His first ability, ''Enfeeble'',
inflicts a debuff that both inflicts Pure damage over time and reduces the victim's attack damage and cast range, crippling most opponents. range.
* His second ability,
''Brain Sap'' Sap'', is a pure Pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. ''Nightmare'' Bane.
* His third ability, ''Nightmare'',
puts the target into a fitful slumber, leaving it completely at the mercy of Bane and his allies.disabling it. However, the target is briefly made invulnerable, and should anyone other than Bane attack the target, it will be woken up and the Nightmare transferred to the attacker. Not only The Nightmare also ends if the target takes damage. This ability can this spell be cast on both allies and enemies, but and Bane can manually end the ''Nightmare'' Nightmare at any time, allowing unusual plays through ''Nightmare'' manipulation. Finally, Bane boasts one of the most powerful channeled disables in the game with his time.
* His
ultimate ability ability, ''Fiend's Grip'', is a channeled stun which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable affect enemies even through spell immunity, making Bane a truly fearsome opponent.
debuff immunity.



Batrider is a fearsome and mobile nuker and initiator, capable of quickly burning down enemies' health and forcing them out of position. He also excels at jungling and lane harassment. He can drench his enemy in ''Sticky Napalm'', which slows their movement speed and turn rate while amplifying the damage they take from Batrider's abilities and attacks. The ability has a very short cooldown and its debuff stacks, making prolonged engagements against Batrider a dangerous affair. ''Flamebreak'' hurls a firebomb that explodes in an area, pushing enemies away and burning their health down over time. With ''Firefly'', Batrider takes to the skies, letting him fly and see over all terrain while leaving behind a fiery trail that damages enemies. Batrider's ultimate ability is ''Flaming Lasso'', which binds an enemy and drags them along in his wake, often to a fiery death. The ability has a very short range, forcing Batrider to get up close and personal with his enemy. Batrider lives on the edge, and in the heat of combat, it certainly shows.\\
\\

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Batrider is a fearsome and mobile nuker and initiator, capable of quickly burning down enemies' health and forcing them out of position. He also excels at jungling and lane harassment. He can drench
* His innate ability is ''Smoldering Resin'', which causes
his enemy in attacks to inflict a debuff that periodically deals a percentage of his attack damage to the victim.
* His first ability,
''Sticky Napalm'', drenches an area with napalm which slows debuffs enemies hit, dealing damage and slowing their movement speed and turn rate while amplifying the each instance of damage they take from Batrider's abilities and attacks. attacks by a fixed amount. The ability has a very short cooldown and its debuff stacks, making prolonged engagements against Batrider a dangerous affair. ''Flamebreak'' stacks with itself.
* His second ability, ''Flamebreak'',
hurls a firebomb that explodes in an area, pushing enemies away and burning their health down over time. With time.
* His third ability,
''Firefly'', allows Batrider takes to the skies, letting him fly granting Batrider flying movement and see over all terrain while leaving behind a fiery trail that damages enemies. Batrider's enemies and burns down trees in his wake.
* His
ultimate ability is ''Flaming Lasso'', which binds an enemy at melee range and drags them along in his wake, often to a fiery death. The ability has a very short range, forcing Batrider to get up close and personal with his enemy. Batrider lives on the edge, and in the heat of combat, it certainly shows.\\
\\
wake while dealing damage.



With one of the longest magic-immunity piercing stuns in the game and several summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ''Wild Axes'' has him hurl his two axes at any enemy in a long range and damages everything caught in their looping path, slicing down foes and trees alike. When an enemy is hit by the axes, they not only take damage, but receive a debuff which increases the damage they take from Beastmaster and his controlled units. ''Call of the Wild'', his second spell, has two sub-abilities: the first summons a boar with a ranged slowing attack, and the second sends out a fearsome hawk that circles around Beastmaster and divebombs nearby enemies. ''Inner Beast'' provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate, ''Primal Roar'', deals magical damage and stuns a target for up to four seconds, and grants Beastmaster and his cohorts increased movement speed, allowing them to rush in to finish off their prey.\\

to:

With one of the longest magic-immunity piercing stuns in the game and several summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ally.
* His innate ability, ''Inner Beast,'' is a passive aura that increases the attack speed of Beastmaster and his controlled units in an area. Leveling up his third ability improves the aura's effects.
* His first ability,
''Wild Axes'' Axes'', has him hurl his two axes at any enemy in a long range and damages damage everything caught in their looping path, slicing down foes and trees alike. When an enemy is hit by the axes, they not only take damage, but receive a debuff which increases the damage they take from Beastmaster and his controlled units. units.
* His second ability,
''Call of the Wild'', his second spell, has two sub-abilities: the first summons a boar with a ranged slowing attack, and the second sends out a fearsome hawk that circles around Beastmaster and divebombs nearby enemies. ''Inner Beast'' provides a passive attack speed enemies to every friendly unit in its radius, including his summoned units. damage and root them.
*
His ultimate, ''Primal Roar'', deals magical damage and stuns a target for up to four seconds, a long duration, and grants Beastmaster and his cohorts increased movement speed, allowing them speed. Any enemies between Beastmaster and the target also take damage and are shoved aside to rush in open a path to finish off their prey.his prey. This ability pierces debuff immunity.\\



Brewmaster is a very powerful DrunkenMaster, being able to inflict a lot of damage and take little damage in return. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability ''Thunder Clap'' which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further ruin his opponents' coordination with ''Cinder Brew'', which slows enemies in an area and makes them confused, causing them to occasionally hit themselves when attacking. Should a target take a large amount of burst magic damage, the brew ignites, dealing damage over time; this effect can be refreshed by further instances of damage for the duration of ''Cinder Brew''. His third ability is ''Drunken Brawler'' which allows Mangix to switch between stances, giving him the ability to alternate between move speed and evasion, armor and magic resistance, critical chance, or status resistance and slowing his attack targets depending on what the situation requires. These effects are tripled for a short period after using Cinder Brew. Finally, making him even trickier to face, his ultimate ability ''Primal Split'' causes Mangix to temporarily split into 4 Brewlings, each with their own stats and abilities. The Brewlings are: Earth, who is tanky, immune to magic, and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius; Fire, who is the quickest and a fighter, burning enemies around him with ''Permanent Immolation''; and Storm, the mage Brewling who can ''Dispel Magic'' which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with ''Cyclone'' and make himself invisible with ''Wind Walk''; and Void, who can use ''Astral Pull'' to force itself and another unit and a specified direction. Aghanim's Scepter unlocks the ability ''Primal Companion'', summoning a permanent Brewling corresponding to his current ''Drunken Brawler'' stance to accompany the Brewmaster. With his attunement to the spirits, Brewmaster is an extremely daunting opponent capable of winning fights that few other heroes can survive.\\

to:

Brewmaster is a very powerful DrunkenMaster, DrunkenMaster that calls upon the elements in battle, being able to inflict a lot of damage and take little damage in return. Brewmaster He is able usually played as an initiator to stop cripple enemies with his foes from escaping or fighting efficiently by using abilities and tank damage.
* His innate ability, ''Drunken Brawler,'' allows him to switch between four distinct elemental stances with different bonuses. Leveling up
his third ability improves the bonuses.
** ''Earth Brawler'' grants armor and magic resistance.
** ''Storm Brawler'' grants evasion and movement speed.
** ''Fire Brawler'' grants attack speed and gives his attacks a chance to deal critical strikes.
** ''Void Brawler'' grants status resistance and causes his attacks to slow enemies.
* His first ability,
''Thunder Clap'' which Clap'', creates a shockwave around him that damages nearby enemies, and slows and decreases their movement speed on ground units around him. He can further ruin his opponents' coordination with and attack speed.
* His second ability,
''Cinder Brew'', which slows enemies in drenches an area with booze. Enemies hit are slowed and makes them confused, will ignite upon taking magical or Pure damage, causing them to occasionally hit themselves when attacking. Should a target take a large amount of burst magic damage, the brew ignites, dealing further damage over time; this effect can be refreshed by further instances of damage for time and increasing the duration of debuff's duration. Casting ''Cinder Brew''. His third ability is Brew'' also causes Brewmaster to be Brewed Up, improving the bonuses of ''Drunken Brawler'' which allows Mangix to switch between stances, giving him the ability to alternate between move speed and evasion, armor and magic resistance, critical chance, Brawler''; dealing or status resistance and slowing his attack targets depending on what the situation requires. These effects are tripled for a short period after using Cinder Brew. Finally, making him even trickier to face, his taking magical damage while Brewed Up extends its duration.
* His
ultimate ability ability, ''Primal Split'' Split'', causes Mangix to temporarily split into 4 Brewlings, each with their own stats and abilities. The Brewlings are: Earth, who abilities.
** ''Earth'' has debuff immunity, can damage and stun enemies with 'Hurl Boulder'', and has ''Demolish'' to increase its attack damage to buildings.
** ''Storm''
is tanky, immune to magic, ranged and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius; Fire, who is the quickest and a fighter, burning enemies around him with ''Permanent Immolation''; and Storm, the mage Brewling who can cast ''Dispel Magic'' which removes positive to remove buffs and deals heavy debuffs and damage to summoned targets, remove units in an enemy with area, ''Cyclone'' to swirl a target enemy into the air and make himself invisible with disable them while making them invulnerable, and ''Wind Walk''; Walk'' to become temporarily invisible and Void, who deal bonus damage if it breaks the invisibility by attacking.
** ''Fire'' can move through units and has increased Status Resistance. It also has ''Permanent Immolation'' to passively burn nearby units.
** ''Void''
can use ''Astral Pull'' to force drag itself and another a targeted unit and in a specified direction. selected direction, damaging the target if it's an enemy.
*
Aghanim's Scepter unlocks the ability ''Primal Companion'', summoning a permanent Brewling corresponding to his current ''Drunken Brawler'' stance to accompany the Brewmaster. With his attunement to the spirits, The Brewling lasts until it is killed, a new one is summoned, or Brewmaster is casts ''Primal Split''; additionally, he cannot use the ability within 3 seconds of the active Brewling taking damage from an extremely daunting opponent capable of winning fights that few other heroes can survive.\\
enemy player-controlled unit.



Black Arachnia, the Broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstyle is defined by her summoned units, the infamous spiderlings. With these, she is able to quickly overwhelm foes and buildings alike, decimating everything in her path in a matter of seconds. Her first skill, ''Insatiable Hunger'' drives Broodmother into a frenzy, temporarily giving her a huge attack bonus and incredible lifesteal. Her second skill, ''Spin Web'' spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her and her spider spawn extra health regeneration and movement speed, and allows them to pass otherwise impassable terrain. However, only so many webs can exist on the battlefield at one time. Her third skill shoots a ''Silken Bola'' at a target, slowing it, causing it to miss some of its attacks, and causing all attacks against it to deal bonus damage. And finally, her ultimate ''Spawn Spiderlings'' shoots a weaponized ball of her young into a target, dealing damage and causing the affected unit to [[ExactlyWhatItSaysOnTheTin spawn spiderlings]] if they are killed within the duration of a debuff. The aforementioned spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn their very own spiderites, essentially miniature versions of themselves. With the ability's low cooldown and the Spiderlings' ability to spawn more spiders, Broodmother can quickly wash over her foes with an endless swarm of spiders.\\
\\

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Black Arachnia, the Broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstyle is defined by her summoned units, the infamous spiderlings. With these, she is able ability to quickly establish her territory in a lane and summon a horde of spiderlings to overwhelm foes with crushing weight of numbers.
* Her innate ability, ''Spider's Milk'', passively heals Broodmother
and buildings alike, decimating everything in her path units in a matter small area around her for a short time when she kills a unit. The healing is based on a percentage of seconds. the killed unit's maximum health, with creeps giving a smaller percentage as healing.
*
Her first skill, ''Insatiable Hunger'' Hunger'', drives Broodmother into a frenzy, temporarily giving her a huge attack bonus and incredible lifesteal. lifesteal.
*
Her second skill, ''Spin Web'' Web'', spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her and her spider spawn extra health regeneration and movement speed, and allows them to pass otherwise impassable terrain. However, Webs last indefinitely, but only so many a limited number of webs can exist on the battlefield at one time. time; Broodmother can also manually tear down existing webs to make room for new ones.
*
Her third skill shoots a ''Silken Bola'' at a target, slowing it, causing it to miss some of its attacks, and causing all attacks against it to deal bonus damage. And finally, her ultimate damage.
* Her ultimate,
''Spawn Spiderlings'' Spiderlings'', shoots a weaponized ball of her young into a target, dealing damage and causing inflicting a debuff that causes the affected unit to [[ExactlyWhatItSaysOnTheTin spawn spiderlings]] Spiderlings]] if they are killed within the duration of a debuff. duration. The aforementioned spiderlings Spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn also inflict a debuff with their very own spiderites, essentially miniature versions of themselves. With the ability's low cooldown and the Spiderlings' ability attacks that cause victims to spawn more spiders, Broodmother can quickly wash over her foes another Spiderling on death.
* Aghanim's Scepter unlocks ''Spinner's Snare'', which creates an invisible tripwire connected to one of Broodmother's webs. When an enemy hero comes into contact
with an endless swarm the snare, they are damaged, rooted, and revealed to Broodmother's team. Snares last until triggered, but only a limited number of spiders.\\
\\
them can be in play at a time.



Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Shard, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use ''Penitence'' to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. ''Divine Favor'' is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range. Armed with the power of enthrallment and the magic of the Fold, Chen is prepared to pass judgment on his enemies.\\

to:

Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Shard, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use ''Penitence'' to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. ''Divine Favor'' is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range. Armed with the power of enthrallment and the magic of the Fold, Chen is prepared to pass judgment on his enemies.\\

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* AntiMagic: After four basic attacks with ''Curse of Avernus'' active, the target is silenced and unable to cast spells for the debuff's duration.



* AttackReflector: With the ''Mephitic Shroud'' talent, ''Aphotic Shield'' reflects part of the damage it absorbs onto nearby enemies.
* AttackSpeedBuff: His passive, ''Curse of Avernus'', slows the movement and attack speed of any enemy he attacks, while simultaneously buffing that of any allies who right-click the target after it is silenced.



* FourIsDeath: Upon hitting a target four times with attacks, ''Curse of Avernus'' will silence the target for four seconds.



* VampiricDraining: His passive, ''Curse of Avernus'', slows the movement and attack speed of any enemy he attacks, while simultaneously buffing that of any allies who right-click the target after it is silenced.



* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, and is classified as a Universal hero so he gets attack damage bonuses from every Attribute.

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* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, evenly distributes all attribute gains with ''Ichor of Nyctasha'', and is classified as a Universal hero so he gets attack damage bonuses from every Attribute.



* AntiStructure: Choosing the ''Arsonist'' facet lets Batrider affect buildings with ''Sticky Napalm''.



* AttackSpeedBuff: When upgraded with ''Beast Mode'', ''Inner Beast'' can be activated to increase Beastmaster's attack speed.



* FieldPowerEffect: ''Inner Beast'' increases the attack speed of Beastmaster and any nearby allies, and is possessed by his illusions as well. While the numbers aren't highly impressive, its strength is in the fact that it stacks on top of existing attack speed buffs and applies to creeps and summons as well, so Beastmaster being in the general area of a teamfight can greatly augment the amount of physical damage the whole team does, including the supports.

to:

* FieldPowerEffect: ''Inner Beast'' increases the attack speed of Beastmaster and any nearby allies, his minions, and is possessed by his illusions as well. While the numbers aren't highly impressive, its strength is in the fact that it stacks on top of existing attack speed buffs and applies to creeps and summons as well, so Beastmaster being in the general area of a teamfight can greatly augment the amount of physical damage the whole team does, including the supports.



* AntiRegeneration: Enemies standing inside a web upgraded with ''Necrotic Webs'' regenerate health slower.



* BornAsAnAdult: Broodmother's Spiderling offspring can spawn their own Spiderite offspring as soon as they're born.
* ChestBurster: Targets killed by ''Spawn Spiderlings'' will have Spiderlings spawned from them. Furthermore, units killed by Spiderlings will have Spiderites born from them.

to:

* BornAsAnAdult: Broodmother's Spiderling offspring can spawn their own Spiderite Spiderling offspring as soon as they're born.
* ChestBurster: Targets killed by ''Spawn Spiderlings'' will have Spiderlings spawned from them. Furthermore, units killed by Spiderlings will have Spiderites Spiderlings born from them.



* LifeDrain: ''Insatiable Hunger'' gives her temporary lifesteal on her basic attacks, as well as bonus damage.

to:

* LifeDrain: ''Insatiable Hunger'' gives her temporary lifesteal on her basic attacks, as well as bonus damage. ''Spider's Milk'' heals Broodmother and her minions when she kills a unit, scaling with the victim's HP.



* TheMinionMaster: Her primary fighting style is to create a horde of Spiderlings and Spiderites to slow and incapacitate enemies before using her ultimate to take down enemy heroes.

to:

* TheMinionMaster: Her primary fighting style is to create a horde of Spiderlings and Spiderites to slow and incapacitate enemies before using her ultimate to take down enemy heroes.



* RecursiveAmmo: As an unusual example, her spawned Spiderlings create smaller Spiderites on every kill.

to:

* RecursiveAmmo: As an unusual example, her spawned Spiderlings create smaller Spiderites Spiderlings on every kill.



* BarrierWarrior: ''Power Cogs'' forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach, and provides barriers that block magical damage to allies standing next to him.

to:

* BarrierWarrior: ''Power Cogs'' forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach, and provides barriers that block magical damage to allies standing next to him.approach.



* BashBrothers: With Huskar, should they be on the same team. Not only are they brothers in-lore, but Dazzle's skills greatly compliment Huskar's playstyle: ''Shallow Grave'' can keep him alive at 1 HP, which Huskar likes since he gains more attack speed the lower his health is, ''Shadow Wave'' keeps him healed up, and ''Bad Juju'' lets him poke people apart even faster.
* BewareTheNiceOnes: Dazzle is one of the friendlier heroes out there, with supportive and defensive spells meant for protecting his team, and he is more than happy to heal his allies should they need it. His spells are also deceptively lethal to his enemies, as ''Bad Juju'' applies stacking armor shred to his enemies as he casts spells, and ''Shadow Wave'' can easily take off a huge chunk of an enemy's health in the right conditions.

to:

* BashBrothers: With Huskar, should they be on the same team. Not only are they brothers in-lore, but Dazzle's skills greatly compliment Huskar's playstyle: ''Shallow Grave'' can keep him alive at 1 HP, which Huskar likes since he gains more attack speed the lower his health is, ''Shadow Wave'' keeps him healed up, and ''Bad Juju'' ''Weave'' lets him poke people apart even faster.
* BewareTheNiceOnes: Dazzle is one of the friendlier heroes out there, with supportive and defensive spells meant for protecting his team, and he is more than happy to heal his allies should they need it. His spells are also deceptively lethal to his enemies, as ''Bad Juju'' ''Weave'' applies stacking armor shred to his enemies as he casts spells, and ''Shadow Wave'' can easily take off a huge chunk of an enemy's health in the right conditions.



* CombinationAttack: ''Bad Juju'' is ridiculously good when partnered with right-click damage dealers. In addition, Dazzle can combo with himself, as both of his offensive spells deal physical damage instead of magical damage.

to:

* CombinationAttack: ''Bad Juju'' ''Weave'' is ridiculously good when partnered with right-click damage dealers. In addition, Dazzle can combo with himself, as both of his offensive spells deal physical damage instead of magical damage.



* DamageIncreasingDebuff: ''Bad Juju'' passively causes enemies affected by Dazzle's spells to lose armor. It also reduces the cooldown of Dazzle's spells, meaning that you don't want to stand next to him for too long.

to:

* DamageIncreasingDebuff: ''Bad Juju'' ''Weave'' passively causes enemies affected by Dazzle's spells to lose armor. It also reduces the cooldown of Dazzle's spells, meaning that you don't want to stand next to him for too long.



* HerdHittingAttack: Inverted and played straight with ''Shadow Wave''. Since each allied unit healed can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if Dazzle and 8 friendly units are standing next to an enemy, that enemy can potentially take up to ''980 Physical damage from a single cast'' (1400 with the appropriate talent and further increased to ''1700'' with Aghanim's Scepter), before even factoring in ''Bad Juju''. And since it's an [=AoE=] spell, this damage can potentially be applied to multiple enemies, every 4 seconds.

to:

* HerdHittingAttack: Inverted and played straight with ''Shadow Wave''. Since each allied unit healed can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if Dazzle and 8 friendly units are standing next to an enemy, that enemy can potentially take up to ''980 Physical damage from a single cast'' (1400 with the appropriate talent and further increased to ''1700'' with Aghanim's Scepter), before even factoring in ''Bad Juju''.''Weave''. And since it's an [=AoE=] spell, this damage can potentially be applied to multiple enemies, every 4 seconds.



* MutualDisadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade'', and as a SquishyWizard, Dazzle does not enjoy being caught by ''Berserker's Call'' and ''Counter Helix''. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Bad Juju'' also hurts Axe hard, as it reduces his armor, which really hurts his tankiness. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.

to:

* MutualDisadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade'', and as a SquishyWizard, Dazzle does not enjoy being caught by ''Berserker's Call'' and ''Counter Helix''. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Bad Juju'' ''Weave'' also hurts Axe hard, as it reduces his armor, which really hurts his tankiness. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.



* TheRedMage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with ''Shadow Wave'' and ''Bad Juju'' when good positioning comes to play. His Aghanim's Scepter upgrade allows ''Shadow Wave'' to bounce onto enemies for increased healing and damage while also firing a basic attack at them, making him even more dangerous while giving his frontline allies even more healing. Add that to him being a Universal hero, meaning he gets a lot of attack damage from attribute bonuses, and a farmed Dazzle is not someone you want as an enemy.
* RunOrDie: ''Bad Juju'''s armor reduction stacks indefinitely; if you can't kill Dazzle quickly in a fight or stop him from casting spells, you ''will'' get ripped to shreds. ''Poison Touch'' can also lead to this as it refreshes every time Dazzle attacks an enemy marked with it; if they can't get away from him with an ability, an item, or juking, they will get chipped to death.

to:

* TheRedMage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with ''Shadow Wave'' and ''Bad Juju'' ''Weave'' when good positioning comes to play. His Aghanim's Scepter upgrade allows ''Shadow Wave'' to bounce onto enemies for increased healing and damage while also firing a basic attack at them, making him even more dangerous while giving his frontline allies even more healing. Add that to him being a Universal hero, meaning he gets a lot of attack damage from attribute bonuses, and a farmed Dazzle is not someone you want as an enemy.
* RunOrDie: ''Bad Juju'''s ''Weave'''s armor reduction stacks indefinitely; if you can't kill Dazzle quickly in a fight or stop him from casting spells, you ''will'' get ripped to shreds. ''Poison Touch'' can also lead to this as it refreshes every time Dazzle attacks an enemy marked with it; if they can't get away from him with an ability, an item, or juking, they will get chipped to death.



* BarrierWarrior: ''Gravity Well'' reduces the damage taken by all enemies near Enigma.



* SuperSpeed: Invoker starts out with low base movement speed, but gains bonus movement speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.

to:

* SuperSpeed: Invoker starts out with low base movement speed, but gains bonus movement speed with active ''Wex'' orbs.orbs and the ''Elitist'' facet. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.



* DefogOfWar: Watchers controlled by Io's team reveal a larger radius than normal.



* LifeDrain: ''Spirit Link'' is unique among lifesteal abilities in that the Spirit Bear heals Sylla with its attacks rather than itself.

to:

* LifeDrain: ''Spirit Link'' is unique among lifesteal abilities in that the Spirit Bear heals Sylla with its attacks rather than itself. If ''Bear with Me'' is the chosen facet, the other way also applies.



* PunnyName: Lone Druid is a bear whose facets are ''Unbearable'' and ''Bear with Me''.



* SuperMode: His ultimate, ''True Form'', temporarily turns him into an anthropomorphic bear and gives him access to the Spirit Bear's ''Demolish'' and ''Entangling Claws'', while empowering both abilities, and increases his health and armor.

to:

* SuperMode: His ultimate, ''True Form'', Form'':
** If his facet is ''Bear with Me'', it
temporarily turns him Sylla into an anthropomorphic bear and gives him access to the Spirit Bear's ''Demolish'' and ''Entangling Claws'', while empowering both abilities, and increases his health and armor.armor.
** If his facet is ''Unbearable'', it transforms the Spirit Bear, increasing its armor, reducing base attack time and reducing the cooldown of ''Entangling Claws''.



* FragileSpeedster: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
* GlassCannon: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and when under the effects of ''Feral Impulse'' and ''Howl'' they will do outrageous damage, but still easily wiped off the map with a few autoattacks.

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* FragileSpeedster: His wolves wolves, if ''Pack Leader'' is the chosen facet, max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
* GlassCannon: His wolves wolves, if ''Pack Leader'' is the chosen facet, max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and when under the effects of ''Feral Impulse'' and ''Howl'' they will do outrageous damage, but still easily wiped off the map with a few autoattacks.



* {{Invisibility}}: His summoned wolves at level 3.

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* {{Invisibility}}: His summoned wolves are permanently invisible at level 3.3 if the facet is not ''Spirit Wolves''.



* CorrallingVacuum: ''Reverse Polarity'' instantly groups all affected enemies in front of Magnus in addition to stunning them for a few seconds, making it extremely easy for Magnus to follow up with a ''Horn Toss'' and ''Skewer'' combo to push them toward his teammates, who in turn would have a much easier job landing their own [=AoE=] abilities on multiple enemies. There's a reason ''Reverse Polarity'' is considered one of the best team fight abilities in the game, in spite of its comparatively low damage and small area of effect.

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* CorrallingVacuum: ''Reverse Polarity'' (unless the ''Reverse Reverse Polarity'' facet is chosen) instantly groups all affected enemies in front of Magnus in addition to stunning them for a few seconds, making it extremely easy for Magnus to follow up with a ''Horn Toss'' and ''Skewer'' combo to push them toward his teammates, who in turn would have a much easier job landing their own [=AoE=] abilities on multiple enemies. There's a reason ''Reverse Polarity'' is considered one of the best team fight abilities in the game, in spite of its comparatively low damage and small area of effect.



* MagnetismManipulation: ''Reverse Polarity'' changes properties of matter, sucking all nearby enemies in front of Magnus.

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* MagnetismManipulation: ''Reverse Polarity'' changes properties of matter, sucking all nearby enemies in front of Magnus.Magnus or pushing them away from him depending on whether he chooses the ''Reverse Reverse Polarity'' facet or not.



* CounterAttack: When an ally affected by ''Bodyguard'' attacks or is attacked by an enemy, Marci attacks that enemy if they are not too far from her.



* LifeDrain: ''Sidekick'' grants both Marci and another ally lifesteal as long as they aren't too far from each other.

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* LifeDrain: ''Bodyguard'' passively gives Marci lifesteal. ''Sidekick'' grants both Marci and another ally lifesteal as long as they aren't too far from each other.


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* ItemAmplifier: ''Selemene's Faithful'' increases the effectiveness of Healing Lotuses consumed by Mirana's team.
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* NatureHero

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* NatureHeroNatureHero: He's a WildMan who lives in tune with nature and has the ability to communicate with various beasts.



* AchillesHeel: Mangix is particularly vulnerable to silences, since most Brewmaster players will often attempt to wait until the last possible second to cast ''Primal Split'' in order to make the most of a teamfight.

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* AchillesHeel: Mangix is particularly vulnerable to silences, since most Brewmaster players will often attempt to wait until the last possible second to cast ''Primal Split'' in order to make the most of a teamfight. Because of its long cast animation, ''Primal Split'' is easy to interrupt by enemies that have any sort of disable online.



Dark Willow is a hero who seeks to use powerful area of effect spells to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, ''Bramble Maze'' places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. ''Shadow Realm'' has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, ''Cursed Crown'' is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, ''Terrorize'', instead has her lob Jax at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.

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Dark Willow is a hero who seeks to use powerful area of effect spells to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, ''Bramble Maze'' places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. ''Shadow Realm'' has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, ''Cursed Crown'' is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, ''Terrorize'', instead has her lob Jax Jex at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.



* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him). That being said, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of shooting two skills right after each other at the same location, such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy, and to maximize his output he also needs to have the right orbs ready at the right time when casting his spells.

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* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him). That being said, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of shooting two skills right after each other at the same location, such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy, and to maximize his output he also needs to have the right orbs ready at the right time when casting his spells.spells while also keeping track of ten different cooldowns.
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* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids and disrupting the enemy with ''Curse of Avernus'' and discouraging the other team from focusing him with ''Borrowed Time''.

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* SkillGateCharacter: SkillGateCharacters: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids and disrupting the enemy with ''Curse of Avernus'' and discouraging the other team from focusing him with ''Borrowed Time''.

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* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or semi-support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids in ''Curse of Avernus'' and discouraging the other team to focus him with ''Borrowed Time'', although later reworks make him a much more viable carry by letting him proactively cause problems with Manta Style and ''Curse of Avernus'', in tandem with being made a Universal hero, letting him scale deceptively well.

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* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or semi-support, support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids in and disrupting the enemy with ''Curse of Avernus'' and discouraging the other team to focus from focusing him with ''Borrowed Time'', although later reworks make him a much more viable carry by letting him proactively cause problems with Manta Style and ''Curse of Avernus'', in tandem with being made a Universal hero, letting him scale deceptively well.Time''.



* StoneWall: Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. The trade-off is that his damage steroids ''Curse of Avernus'' doesn't scale very well with farm compared to a real carry (although his rework into a Universal hero improved his damage scaling significantly).

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* StoneWall: Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. The trade-off is that his damage steroids ''Curse of Avernus'' doesn't scale very well with farm compared to a real carry (although his rework into carry, though this is mitigated by Abaddon's status as a Universal hero improved his damage scaling significantly).hero.



* ArmorPiercingAttack: ''Fiend's Grip'' can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight.

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* ArmorPiercingAttack: ''Fiend's Grip'' can disable and drain an enemy's mana through spell immunity, although it can't damage them. debuff immunity. This makes it one of the more powerful disables in the game, since carries often rely on spell debuff immunity in order to avoid being disabled in a teamfight.



* SomeDexterityRequired: As soon as Brewmaster pops his ultimate, you'll have to control four heroes simultaneously, each one with his own separate skills and abilities that work best chained together. A well-played ''Primal Split'', however can be extremely impressive and deadly.

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* SomeDexterityRequired: As soon as Brewmaster pops his ultimate, you'll have to control four heroes simultaneously, each one with his own separate skills and abilities that work best chained together. A well-played ''Primal Split'', however however, can be extremely impressive and deadly.



* CooldownManipulation: ''Bad Juju'' reduces the cooldowns of all of Dazzle's abilities and items when cast.

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* CooldownManipulation: ''Bad Juju'' reduces the cooldowns of all of Dazzle's abilities and items when cast.


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* DoubleEdgedBuff: ''Ghost Walk'' turns Invoker invisible and boosts health and mana regeneration, but also slows him down until he gets 4 levels in ''Wex''.
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* PinataEnemy: One of the hardest aspects of playing Broodmother is to avoid feeding your Spiderlings, as a swarm of them can give as much gold as waves of normal creeps to the enemy team. Being up against heroes with Cleave, or some kind of ranged multi-hit ability (Medusa, Luna) makes this even more problematic, sometimes to the point that you don't dare use the Spiderlings any more, reducing your effectiveness.

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* PinataEnemy: One of the hardest aspects of playing Broodmother is to avoid feeding your Spiderlings, as a swarm of them can give as much gold as waves of normal creeps to the enemy team. Being up against heroes with Cleave, Cleave or some kind of ranged multi-hit ability (Medusa, Luna) makes this even more problematic, sometimes to the point that you don't dare use the Spiderlings any more, reducing your effectiveness.effectiveness. Abilities that are more effective the more enemies that are hit by it (Legion Commander's ''Overwhelming Odds'', or Earthshaker's ultimate) also can make the Spiderlings a liability.

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** The status effect ''Break'' (such as from ''Nethertoxin'' or ''Silver Edge'') prevents ''Borrowed Time'' from auto-activating. This means if Abaddon is chain-controlled while under its effect, he will die without his ultimate activating.

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** The status effect ''Break'' Break (such as from ''Nethertoxin'' ''Viper Strike'' or ''Silver Edge'') Silver Edge) prevents ''Borrowed Time'' from auto-activating. This means if Abaddon is chain-controlled while under its effect, he will die without his ultimate activating.



* DoubleEdgedBuff: When ''Jet Pack'' is active, Clockwerk can see and fly over terrain with increased movement speed, but turns slower and cannot attack.



* DifficultButAwesome: ''Black Hole'' is one of the most fearsome teamfight abilities in the game, disabling the entire enemy team for up to 4 seconds while dealing heavy damage. It is also very difficult to land as the enemy will rarely group nicely for you given the choice, and being a channelled ability, requires Enigma to catch all enemy heroes or buy Linken's Sphere to prevent disruption.

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* DifficultButAwesome: ''Black Hole'' is one of the most fearsome teamfight abilities in the game, disabling the entire enemy team for up to 4 seconds while dealing heavy damage.damage and grouping them up, rendering them even more vulnerable to Enigma's teammates' [=AoE=] abilities. It is also very difficult to land as the enemy will rarely group nicely for you given the choice, and being a channelled ability, requires Enigma to catch all enemy heroes or buy Linken's Sphere to prevent disruption.



* EnemySummoner: ''Demonic Summoning'' summons into three Eidolons, which are capable of self-replicating on successful attacks.

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* EnemySummoner: ''Demonic Summoning'' summons into three Eidolons, which are capable of self-replicating on successful attacks.



* DropTheHammer: The Immortal weapon Shock of the Anvil is an anvil that Magnus wields as a hammer.



* ImprovisedWeapon: His Immortal weapon Shock of the Anvil is a hammer made out of an anvil.

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* ImprovisedWeapon: His Immortal weapon Shock of the Anvil is a hammer made out of an anvil.anvil wielded as if it were a hammer.

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